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Messages - TonPhanan

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21
Hey, I just installed the mod and everything is green. :C

Vanilla FOC works fine. I followed the instructions in the installation video. I have Steam. Here's what I'm looking at. The game is running, I just can't see much and it's unplayable. :C

Did you try to simply delete the shaders-folder in corruption/mods/icw/data/art/ :? Could be an issue with that.

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Hmm... what ships and what fleet picture? 

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LRSP: so I can see the entire map from base; I promise you I had one these puppies at every world capable, which is most of them. More for visual appeal than anything else. They aren't going to affect much other than at best saving the defender twenty seconds of hypervelocity gun charge time. That said It'd be nice to see the entire map as the defender.


Ah sry, I thought you meant the ones that could be built on the galaxy map... though I never had an issue with this in 2.1 (can't remember how it was in the 2.2 demo), since the map was always auto-revealed anyway - I always assumed the TR team played with the corruption script and enabled that feature for everyone ;> and when I attack, I usually jump in with only a scout due to the game always deploying the wrong mix of ships anyway. Of course, in that case I wouldn't mind having them present on the map, adds a bit of flair :).

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Gravity Well Generators: So you can trap SSDs on the defence. To give the NR/others limited access to gravity wells.


After some thinking, I would agree with that, but only on major production worlds, to represent the value they have.

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The Megamaser tank: I actually kinda like the whole idea of needing to escort them- the AI, however, is less adept at manoeuvring a unit with such a large minimum range, and thus they just waste themselves when you're fighting them. They should scare me the way AT-ATs do; instead they just suicide into my tanks. At point=blank range. I figured a light close-in weapon could alleviate that without spoiling their look, but simply reiging in that minimum range would help a lot too.


Let's see what wonders they can achieve by modifying the AI in the final release of 2.2, but I doubt they can overcome all issues the AI in EAW unfortunately has. Since Petroglyph mainly consisted of the remains of Westwood, it's kinda funny that they haven't strolled that far from their AI model ;D, good old unit spam, hehe.

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Turret Defences: I don't think it's too much to ask for the turrets to hold off a few companies of trash with the turrets alone, especially if I've packed my favourite maps with a butt-tonne of the little buggers, which is about my favourite hobby while playing. I would also like to be ale to place them from the unit deployment map on planets, if it were possible, so I could have them up in advance of attacks, or, even better, have a layout pre-placed for them when defending. That would make me so very happy indeed; I could just switch out the ones I need for the day and defend. Awesome. I also think the outer worlds that are most barren are the ones that need it the most- they need something to get some firepower on the map if you're caught with few units and little garrison strength. A barracks, turrets, a few grand and good luck or judgement have held me against AT-ATs before. I liked that possibility being around.


Fair argument, I just wanted to argue that they shouldn't be buffed too much. First time I discovered the base placement thingy back when FOC was released, I was hyped to do so and really disappointed when I saw that doing so wasn't possible. Maybe a workaround could be placing these faction-specific special build pads for defenders in key locations around the bases, so one wouldn't have to race their infantry that hard in the beginning.

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Civilians: I don't mean give them units that are necessarily the same srength as trained ones; like the existing units they could be shorter-ranged, less powerful and have less HP. I would just like to see more diversity among them to add flavour, and I know adding a few rare rocket infantry civilians wouldn't be (too) much work. Adding one or two with a Molotov throwing animation would be harder but freaking awesome. Adding a few improvised vehicles, in the flavour of those seen in The Phantom Menace and legends and Rebels and Clone Wars: well that'd be cooler than smoking weed in the highschool toilets. Again, not necessarily elite units, but for example, civilians on swoop bikes, serving as inferior versions of the existing scout bike units (even better, super-easy reskins could be used), hovercars and shuttlecraft used to mount a laser turret or three, maybe even the odd, very rare heavy unit they've salvaged or stolen, depending on location, ie. I fully expect Mandalorians to rocket my stuff and use aircraft and vehicles. Rodians used cavalry and vehicles. I'm not the only one who wants to see tauntauns; I've seen the requests around. A few igloos spawning them would make my week. Correlians, Alderaanians, Fondorians, and more will happily assault you with CR90s, Gunboats, Marauders and even larger vessels, and seeing a handful of them spawn to assist or even attack under their own volition in orbit over such worlds would be the awesome to a point of extremity. Criminal units are also notorious for engaging military formations if circumstances were favourable with both warships and ground vehicles; this would also add some chaos and some entertainment to the fights (especially the ground fights could use some stuff going on).


I always saw them as a cheap measure to capture reinforcement points quickly, but I know what you mean, I just don't know how much work one would have to do to make this possible. I always thought it'd be cool if, prior to a space battle and the invading army jumping in, some freighters would try to seek shelter at your starbase/behind your fleet and if successfully defended, you would gain some extra credits for protecting them... imaging a small fleet of cargo transports and freighters from the X-Wing series jumping in the system and sending a distress call :D. Though as I said, I don't know if that is even possible to accomplish, Petroglyph really kinda missed out on some opportunities to spice up combat. 

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Cheers for your feedback and organisation bro!


np, always fun to contemplate over such things - well, maybe the TR team even got some fresh ideas from us driveling about, who knows ;D.


24
Star Wars Discussion / Re: Procurator-class Star Battlecruiser
« on: September 14, 2017, 07:42:23 AM »
Hmm... don't get me wrong, he has made some great models and all, but I really don't feel this one, his prior ones I liked more. First thought was, that it looks like a Star Destroyer with small pox ;x and it kinda doesn't seem to fit with the rest of the roster of that time, more like some side project prototype Kuat made for experimental purposes... though I liked how he played with the shape and made it look beefy and though I usually like how much details he adds, I somehow feel like he's overdone it here. Not a bad model, but one that kinda has to grow on me, I guess, and I somehow struggle to really explain why.   

25
Star Wars Discussion / Re: The Million Dollar First Order question.
« on: September 13, 2017, 04:05:58 PM »
They did take half a year to reequip the Stormtroopers and reconguer the rim, and public support for the Empire was kinda high.

Yeah, but accomplishing all that and people referring to the republic like some old myth and overall treating the Empire like they were abused over generations still kinda feels cramped together considering they only had about 20 years to do all that. Also e.g. Obi Wan and Yoda aging like hell within that time, I mean they could have at least put 20-30 years on top of that, would make it way more believable ;>. Don't wanna hate on anything, just my opinion, don't get me wrong :).

26
Star Wars Discussion / Re: The Million Dollar First Order question.
« on: September 13, 2017, 12:21:35 PM »
It doesn't have to make sense I guess :P, it also always bothered me that the Empire established themselves in such force and in such a short period of time after the clone wars, they could have at least added some years to it to make it more believable... meh, and who knows, maybe they found resources or allies in the outer rim or in wild space. But I wouldn't count on them ever clearing that up, it's the magic trick every evil empire ever had - unlimited resources and manpower despite being hated like nothing else ;>.

27

Long-Range Sensor Platform: Request automatic LRSP placement on all maps once tier 2 station constructed, for all factions.


why? of course, it would be logical for bigger stations to have LRS, IMO gameplay-wise it's kinda unnecessary and would render things like the probe droids obsolete. I always thought of it as a subsidiary for rebel spy networks and sympathizers and the need for caution the alliance surely had to apply to not be crushed by the superior imperial navy. I would only concur to do this on planets that were kinda famous for relying on intel, like Bothawui. Don't get me wrong, I get where you're coming from, but I think it would take away from the already lacking element of surprise EAW has and simply end up being boring. 

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Gravity Well Generator Platform: Request automatic placement of GWGP at all capital production worlds, if controlled by appropriate factions.


Same as above - though I always miss my beloved Interdictors when playing NR, I don't think it would be a good addition balancing-wise.


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Pentastar Escort Carrier: Weapons utterly useless. Request remodel to anti-fighter role.


Agreed, the model is just too nice to be put aside ;>. I also hate clicking on IPV's, they're just so damn small, hehe. Also goes for the Munificent and with limits to the Acclamator, a little bit more resistance would be nice so they wouldn't go up in flames after a single barrage, but not too powerful since they are simply outdated and no match to modern starships. One could only argue that the PA refitted them a bit.

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Quasar fire: centralise twin engine harpoints into one. More for the length of time it keeps a huge fleet busy than anything else- they won't retarget once enough shots are in the air, thus the number of harpoints is the biggest determining factor in how long a ship survives once enough crap is firing at them. Reduction of all redundant hardpoints for this reason, with exceptions for Praetor or larger sized vessels whose shields and engines are fine to have up to four hardpoints.

Never noticed that, but yeah, that should be done. Imagine having to shot every single engine on an MC or ISD xD.

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Nebulon-B: remove fighters. Buff armour and laser cannons.


Maybe just lower the cost and make them part of the garrison, perhaps with a little bit of improved firepower - overall they were never meant to withstand a full-blown attack and are very fragile. But as it is, I get where you're coming from, they become way too obsolete too quick for such an iconic ship.

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Gotta say, the Empire of the Hand ships are basically perfect. I've almost nothing to say other they lack dedicated laser-cannon-only anti-fighter support (last time I played them). Which I suppose they don't need, but I definitely want. I hate wasting time building those bastardised half'n'half ships, particularly with corvettes- I want anti-fighter corvettes, and no other variety, as the others are useless from a gameplay perspective. I know the escort carriers are pretty- but they aren't very useful.

Only thing I'd like to see is the implementation of more Imperial ships, at least in the early era's ;>, would kinda resemble where they're coming from.

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All basic infantry: I would say a cost increase, but either way it won't matter. I'd like to see a reduction in their anti-air effectiveness; aircraft should wreck non-rocket infantry units. Reduce fire rate. Sharply reduce animation times for raising weapons and turning to reduce order lag on units (I can raise my (disabled) arm to fire a lot quicker than these trained rebels seem to be able to!)


Yeah, kinda weird to see troopers taking down aircraft that easily.

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Pirate Skiff: effectively useless. Less cost might help, but the company just isn't very useful no matter the cost. Unsure what to do with it.

Same as the Chariot ;D.

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Megamaser Tank: secondary weapon, please!


I don't know, I always felt they were meant to be escorted, giving them a secondary weapon could render them easily OP.

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SPMA-T/AT-AT/AT-AA

I second them being buffed, maybe with a slight increase in price.

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Stormtroopers: More of them. Just more per unit. Don't even worry about raising their price- it won't matter anyway, and they're meant to be mass-produced for economical spamming. These should unequivocally be the largest infantry company.

I would argue the other way, they should easily overcome standard rebel infantry, contrary to their overall depiction they are elite troops after all (yeah, I know, storm trooper jokes incoming ;>).

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All turrets except AA: more range. They can't chase down the enemy so they should have equal range to the maximum-ranged units, excluding artillery. I would accept a cost increase in exchange, but remember how much cheaper an anti-tank gun is compared to a tank- they should remain obnoxiously cheap.

I don't know, I don't think they were ever intended to successfully stop an invading force on their own or replace a garrison, merely serve as support by slowing the invaders down... but the FX of that special rebel turret surely need to be toned down, way too much dakka for such a measly output :x.

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LAAT: increase beam cannon anti-infantry damage.

Airspeeder: Increase armour slightly. Increase speed slightly to facilitate more misses against them (making them an interceptor in comparison to the LAATs aerial artillery role) Reduce anti-vehicle damage, they don't need it. Increase anti-infantry damage, a lot- they kinda need it and it looks a hell of a lot more realistic when they do a pass if you do.


Either one or another, not both... buffing everything's anti-infantry capabilities otherwise would make bringing or including infantry unnecessary.

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Civilian buildings: increase armour. Add dedicated civilian turrets to certain areas (these fire on any non NR units and are located covering the chokepoints into city areas) this would further add flavour to certain worlds and again reinforce that the NR are the outgunned good guys. You could even throw in a little bit of sporadic civilian traffic in some places (use existing assets for ship that are known to be used by civilians) to add some flavour to space fights. They don't need to do any more than valiantly die against the star destroyers' gun while shouting about it being unfair and they'd add a lot to the game. Make it feel lived-in and real, y'know? Big ask for this point of the game even using existing models, but could be very very cool and done comparatively quickly. An even rarer criminal ship appearing in the middle of nowhere would also be very cool- it'd probably just start a countdown and hyperspace out if it can, or die to any non-criminal ship that crosses it's path, again while complaining about it audibly.


I don't know about buffing civilians either, they're civilians after all - also not meant to withstand a trained army.

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Sensor nodes: Some of these should be placed for free in strategic locations (without going on a buildpad, so they're irreplaceable in any given battle) to simulate proper military preparedness.


Same as with the LRSP, but I would think adding a build pad in the middle of every map or increasing the range of the sensor nodes could help avoiding these obnoxious cat and mouse games with the AI.

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On the topic of power-to-shields: Why in the name of the great old ones did you remove autocast abilities from (as far as I can tell) all non-hero units!? Please undo! If you want to force set them to disabled at first, fine; but don't remove my ability to flick it back on for God's sake! I'm not watching EVERY ship for shield damage; it's drudgery and takes my attention from where I want it to be. I can't see any reason for this backwards step. Rule of accessibility options: more is always better. Makes bad sense for exactly one type of ability- offensive ones- and even then I don't see that as an adequate reason for removing the very option to turn the autocast back on. Bad.


Dunno how the AI works in EAW in detail, but making some abilities autocast could help the AI utilizing them more often, I sometimes encounter them not using some abilities at all, or so I think at least.

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New Republic should have some kind of buildable interdictor by era 3-4. Make it subpar if need be; or even better give them only planetary gravity well generators, but they need gravity-wells for trapping over-eager Ysannes and Zsinjs.


Dunno if that really resembles the nature of the NR, I think one or two (hero) interdictors suffice.

Can't say much about the other things since I either agree with you or have no strong opinion on them at all, besides simply having overread some things :>.

28
Star Wars Discussion / Re: Disney Star Wars cannon? Or EU (Legends)
« on: September 12, 2017, 03:19:48 PM »
Lucas made them non canon long before Disney did so they were forgotten long before Disney brought them back to life.

Dunno if that isn't only due to Dave Filoni and Co. and we owe them big time for having them included - at all.

29
Star Wars Discussion / Re: Disney Star Wars cannon? Or EU (Legends)
« on: September 12, 2017, 08:40:28 AM »
Legends, since I partially grew up with or liked too much the stories of Wraith Squadron, Isard, Thrawn, the Black Fleet and Kyle Katarn and Dash Rendar, which all seem to be forgotten and put in the trash. Granted, there were some weird and contradicting stories, but nothing as disrespectful as Disney did... well, I just dunno about the new canon, guess I have to see them finish the new trilogy first, though I liked the new Thrawn and Tarkin books.

30
Discussion, Suggestions and Feedback / Re: The Galaxy's Next Top Jedi
« on: September 12, 2017, 08:23:12 AM »
Krell, a military mastermind compared to Halcyon ? Wait... What ?

As expected, the characters from the movies got the most votes. I am looking forward for the final roster and how it compares to the other side's roster.

It was meant in an ironic way when I titled him a mastermind, hehe ;>. Was to be expected, since they're the most recognizable, though one or two of the lesser known ones as an addition and maybe even as an incentive to delve deeper into the legends side of stuff and the comics, would be nice as well. Would also be nice to see guys like Halcyon, like I said, but I see them problematic due to their 'short' appearance (trying to avoid any spoilers here) :s. Though, in the end it's all down to what the TR team deems a nice addition and I'm glad anyway they pick up the clone wars theme since I didn't like the approach RAW took that much tbh, and there's not that many alternatives yet.

31
Discussion, Suggestions & Feedback / Re: New Unit Ideas
« on: September 11, 2017, 03:00:21 PM »
Tauntauns. Definitely Tauntauns, hehe :>.

I don't know if it's already planned, but I really liked that Pirate base idea you included in the 2.2 Demo, and thus would like to see the famous XQ-platforms included in the future... maybe with a feature to build some additional starfighters (XG-1, E-Wings, Tie Avenger etc.) or give some additional credits like some form of trading/cargo station. Oh, and maybe replace the Chariot with something like the AT-MP - nothing against the Chariot itself, but it's kinda useless right now ;P. Oh, and maybe  - if possible - making the Probe droid a deployable unit would be awesome. There's a lot more units and ships that'd be awesome, but one'd just run the risk many other mods unfortunately already have, which is overwhelming the player with a lot of units which in the end all fulfill the same role.

But Tauntaun's are definitely a must. Hehe.

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Discussion, Suggestions and Feedback / Re: The Galaxy's Next Top Jedi
« on: September 11, 2017, 02:36:44 PM »
I'd think that including guys like Halcyon is kinda difficult, since they played a rather minor part or couldn't play any at all, but I'd definitely support including military masterminds like Krell :D. Most of them have nice stories and need to be flashed out some more, but balancing them all could be difficult... so I'd be happy with the ones I voted for, which are Krell (please :>), Kota, Secura and Shaak Ti.

Hope I'm not too late or necroing anything, just wanted to say hi :).

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